More work done tonight on #blenvy (potential name, not quite sure), the #blender tools for #Bevy
improved UI & workflow for Assets: the per level/world assets are displayed in the assets tab
since blueprints are a logical "unit" (ie reusable hierarchy of components, meshes AND their associated assets), the assets for blueprints & any other future data related to blueprints are under the "blueprints" tab
If you have feedback, remarks, criticism, don't hesitate !
As I am always struggling to remember how to get the noise I want in my procedural shaders in Blender, I have started to make screen captures of nodes and the corresponding result.
And I was wondering if it would be of some use to others. If so, I can create a repository with the screencaptures and a zip file with all of them. So git peoples will have everything sync with a command, and other people would download a zip.
Long time no post, but there are a TON of upcoming changes for my #blender tools for the #bevyengine
I'll post more details in the coming days & weeks until release but here are a few random:
merging of the the #gltf_auto_export & bevy_components add-on for a better user ( and dev) experience
complete control of the gltf export settings (no more trimmed down version)
total rewrite of change detection for auto export , for a much more reliable workflow
I sorta want to make a 60fps version, maybe at half speed. But that would mean 4x the frames as this one, and I'm not ready to devote 6 hours of render time to this.
Un peu plus ouvert aux débutants en modélisation, plushify a l'air très didactique et de quand même offrir des options assez poussées. Par contre, pas de version desktop, on upload tout sur un navigateur : https://plushify.net/guide/introduction.html
Si t'as pas du tout envie de faire des trucs techniques chiants et que lire "UV mapping" te donne déjà des boutons, Plushie devrait te satisfaire, tout se fait à la souris à partir de formes simples que tu dessines et découpes, et tu as un aperçu en direct https://www.is.ocha.ac.jp/~yuki/plushie/index-e.html
Decided to modify my existing USS Yeager corridor set (first image) to create a corridor for the USS Cerberus.
Still in progress, of course, but you can compare the first two images and see the different style I'm going for with this one. Besides adding more details, I've still got to replace the lift with a different style.
More progress on the Cerberus corridors. Added those weird light sconces the Enterprise-E corridors had (1st pic), added a large wall for an LCARS display and map of the ship (2nd pic), and added all the detailing on the inner wall segments (3rd pic).
Did a quick LCARS screen using existing elements for the Cerberus corridor.
I also did a new turbolift based on the USS Prometheus one (which was a redress of the Enterprise-D emergency turbolift, only seen in TNG twice). Might change it to something else, it's a bit on the small side.
Recreated the turbolift graphic from the Prometheus, but on the Cerberus colors for the lift. I also modeled the handrails and the remaining corridor panels.